2:38:36nxsy Q: Would using a range of low values and a range of high values for dimensions be easier than having two volumes?

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2:38:36nxsy Q: Would using a range of low values and a range of high values for dimensions be easier than having two volumes?

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2:38:36nxsy Q: Would using a range of low values and a range of high values for dimensions be easier than having two volumes?

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2:38:54floorislava Q: Why are you appending 'x' to some of the types?

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2:38:54floorislava Q: Why are you appending 'x' to some of the types?

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2:38:54floorislava Q: Why are you appending 'x' to some of the types?

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2:40:15vkar2 Q: Didn't you want to avoid recursion?

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2:40:15vkar2 Q: Didn't you want to avoid recursion?

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2:40:15vkar2 Q: Didn't you want to avoid recursion?

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2:41:46qwindoo Q: Could the hero walk outside the rooms in this setup (in the gray / void zone)?

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2:41:46qwindoo Q: Could the hero walk outside the rooms in this setup (in the gray / void zone)?

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2:41:46qwindoo Q: Could the hero walk outside the rooms in this setup (in the gray / void zone)?

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2:42:50nxsy Q: Low can be between -30 and 5, and high can be between -4 and 20. As opposed to a min volume of -4 and 5 and a max volume of -30 and 20. (In one dimension). Makes it easier to fit in my brain, at least

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2:42:50nxsy Q: Low can be between -30 and 5, and high can be between -4 and 20. As opposed to a min volume of -4 and 5 and a max volume of -30 and 20. (In one dimension). Makes it easier to fit in my brain, at least

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2:42:50nxsy Q: Low can be between -30 and 5, and high can be between -4 and 20. As opposed to a min volume of -4 and 5 and a max volume of -30 and 20. (In one dimension). Makes it easier to fit in my brain, at least

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2:43:48foocat Q: Do you think that languages that interact with the GPU directly (like Nvidia's CUDA or AMD HIP) would be useful for game programming?

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2:43:48foocat Q: Do you think that languages that interact with the GPU directly (like Nvidia's CUDA or AMD HIP) would be useful for game programming?

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2:43:48foocat Q: Do you think that languages that interact with the GPU directly (like Nvidia's CUDA or AMD HIP) would be useful for game programming?

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2:45:04thejimjames40 Q: (Off-topic) Do you miss some features that exist in C but are absent in C++?

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2:45:04thejimjames40 Q: (Off-topic) Do you miss some features that exist in C but are absent in C++?

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2:45:04thejimjames40 Q: (Off-topic) Do you miss some features that exist in C but are absent in C++?

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2:46:31internal_static_void_ Q: Thoughts on DXR?

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2:46:31internal_static_void_ Q: Thoughts on DXR?

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2:46:31internal_static_void_ Q: Thoughts on DXR?

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2:46:380lpbm Q: will you ever get back to the nicely aligned grass / rocks bitmaps, map them over the current tiles maybe?

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2:46:380lpbm Q: will you ever get back to the nicely aligned grass / rocks bitmaps, map them over the current tiles maybe?

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2:46:380lpbm Q: will you ever get back to the nicely aligned grass / rocks bitmaps, map them over the current tiles maybe?

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2:47:31tmtow Q: Sorry, I could not exactly follow, but can you guess at what makes the interval computations tiresome?

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2:47:31tmtow Q: Sorry, I could not exactly follow, but can you guess at what makes the interval computations tiresome?

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2:47:31tmtow Q: Sorry, I could not exactly follow, but can you guess at what makes the interval computations tiresome?

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2:51:29uebel_andre Q: Do you feel it'd be worth it to abstract away subsystems (input, audio, lifecycle) with an Event system?

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2:51:29uebel_andre Q: Do you feel it'd be worth it to abstract away subsystems (input, audio, lifecycle) with an Event system?

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2:51:29uebel_andre Q: Do you feel it'd be worth it to abstract away subsystems (input, audio, lifecycle) with an Event system?

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2:51:58vaualbus Q: Can we try all the rooms now?

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2:51:58vaualbus Q: Can we try all the rooms now?

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2:51:58vaualbus Q: Can we try all the rooms now?

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2:52:08Let CreateOrphanage() try and create the whole building

2:52:08Let CreateOrphanage() try and create the whole building

2:52:08Let CreateOrphanage() try and create the whole building

2:52:42Run the game to show that it's always connecting rooms at the further side, and will inevitably fail when it would need to connect along another side

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2:52:42Run the game to show that it's always connecting rooms at the further side, and will inevitably fail when it would need to connect along another side

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2:52:42Run the game to show that it's always connecting rooms at the further side, and will inevitably fail when it would need to connect along another side

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2:54:37jim0_o Q: Have you ever made a visualization tool for working stuff like this out? (I'm thinking of something like live-code-editing combined with showing values on screen and lerping between previous and new values showing how the changes affect the scene when the code reloads.)

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2:54:37jim0_o Q: Have you ever made a visualization tool for working stuff like this out? (I'm thinking of something like live-code-editing combined with showing values on screen and lerping between previous and new values showing how the changes affect the scene when the code reloads.)

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2:54:37jim0_o Q: Have you ever made a visualization tool for working stuff like this out? (I'm thinking of something like live-code-editing combined with showing values on screen and lerping between previous and new values showing how the changes affect the scene when the code reloads.)

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2:55:02vaualbus Q: Also, after all of this code on rendering and this, is code reloading still working?

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2:55:02vaualbus Q: Also, after all of this code on rendering and this, is code reloading still working?

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2:55:02vaualbus Q: Also, after all of this code on rendering and this, is code reloading still working?

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2:55:42Demonstrate the hot code reloading by making LightingTest() return immediately

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2:55:42Demonstrate the hot code reloading by making LightingTest() return immediately

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2:55:42Demonstrate the hot code reloading by making LightingTest() return immediately